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Old 02-08-2010, 05:42 PM   #7 (permalink)
imrnm245
Registered Member
 
Join Date: Feb 2010
Posts: 8
Default

Those are all good answers, but thats not exactly what im looking for. Let me try it another way:

I initialized an AtlasSprite in my (id) init, which is my main sprite

Then in (void) jump, i want to take that same sprite, but i want to animate it with an array of images. The images i want to animate it with are called 2.png, 3.png, 4.png, and 5.png. Here is some code:



- (id)init {

AtlasSprite *one = [AtlasSprite spriteWithRect:CGRectMake(608,-7,60,70) spriteManager:spriteManager];
[spriteManager addChildne z:4 tag:kOne];
}


- (void)jump {
one_vel.y = 550.0f;
//This is where i want to animate "one" with an array of images called //2.png, 3.png, 4.png, and 5.png
//Also, how would i declare the atlas sprite used above in (void) jump?
}
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